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Member Since 07 Feb 2001
Offline Last Active Jul 13 2015 02:58 AM

Topics I've Started

Resume question: order of projects

20 July 2011 - 07:05 PM


I have my experience listed in reverse-chronological order all the way through, which absolutely makes sense for ordering the companies I've worked for.

I have a question about ordering the projects *within* one employer.

It definitely seems like I want to keep the most relevant recent stuff at the top, that's how I have it ordered now, however I thought that when some of the items include extending/improving work I've done in previous projects, it looks like this:

Company 1
- Project 1: 2010-2011
- Improved system C in these ways: G H I
- ....
- Project 0: 2009-2010
- Implemented from scratch system C
- ....
Company 0
- ...

Does that seem fine? It's how I've been doing it but I just thought that if someone was reading top-down, things would be out of order. I do include the years, but unsure if anyone pays attention. Do people typically order it this way, so people tend to go bottom-up within one employer? Or does it not even really matter?

"Posts" in profile?

17 July 2011 - 03:05 AM

Viewing my profile, I selected the "Posts" tab expecting to see a list of my posts... But it only shows the most recent 5? I can't see where I can flip through pages to see older posts...?

Using Chrome, in case it's a browser-specific bug

sampler_state defaults via reflection?

14 July 2011 - 05:48 PM

Is there a way to get the values of the sampler_state object on a sampler as specified in the shader by using the d3d11 shader reflection system?

Ie if I have:

sampler samp = sampler_state
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;

I can loop over the BoundResources of the fragment shader and get a D3D11_SHADER_INPUT_BIND_DESC that has a type of D3D_SIT_SAMPLER with the name "samp", but I don't see any method of extracting the filter/address settings?

d3d11 + cgfx

10 July 2011 - 04:25 PM


In my cgfx shader I have a sampler parameter:

uniform sampler2D texAlbedo;

In my shader load code, I loop over all effect parameters starting at cgGetFirstEffectParameter

For any parameters where cgGetParameterType(param) == CG_SAMPLER2D I cache the CGparameter handle

Now, when I am ready to render, I'd like to call PSSetShaderResources() to bind the ID3D11ShaderResourceView* that I have for a texture.

How do I get the index of the shader resource?

Calling cgGetParameterResourceIndex on the parameter returns 0xFFFFFFFF, which is obviously the wrong index... cgGetError() returns CG_NO_ERROR after the call to cgGetParameterResourceIndex,

A thought I had was that maybe I'm looking at the wrong CGparameter? This is the parameter I've gotten at the 'effect' level - but obviously a texture can be bound to other shaders besides pixel shaders, and I suspect it can have a different resource index per unit. Is there a way to take the effect parameter and enumerate the other shader units? Or do I need to dive into the effect and get the fragment shader programs and look for the parameter that way?

A little hand would be appreciated, thanks!

PIX + D3D11 ?

07 January 2010 - 06:01 PM

Has anyone got PIX to work with a Direct3D 11 application? Whenever I launch my app from within PIX, it crashes inside D3D11CreateDeviceAndSwapChain It crashes at a null pointer deference in PIXHelper.dll
69D8B9A0  mov         eax,dword ptr [ebp+0Ch] 
69D8B9A3  cmp         eax,ebx 
69D8B9A5  jl          69D8BA50 
69D8B9AB  cmp         edi,ebx 
69D8B9AD  je          69D8BA50 
69D8B9B3  mov         edx,dword ptr [ebp+28h] 
69D8B9B6  cmp         edx,ebx 
69D8B9B8  mov         ecx,dword ptr [ebp+34h] 
69D8B9BB  mov         eax,dword ptr [edi] 
69D8B9BD  mov         ecx,dword ptr [ecx]      // ECX is 0
I have no symbols for PIXHelper.dll - are they available anywhere? Loading from the MS symbol server turned up nothing. Everything runs fine when not run under PIX, no errors reported in the D3D debug runtime. I've tried this from both a Win7 laptop with an ATI card as well as a Vista PC with a GTX260 Using the August 2009 SDK. I've tried both the x86 and x64 version of PIXWin.exe Here's the init code, in case I've done anything especially dumb?
  ZeroMemory( &sd, sizeof(sd) );
  sd.BufferCount = 1;
  sd.BufferDesc.Width = width;
  sd.BufferDesc.Height = height;
  sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  sd.BufferDesc.RefreshRate.Numerator = 30;
  sd.BufferDesc.RefreshRate.Denominator = 1;
  sd.OutputWindow = g_hWnd;
  sd.SampleDesc.Count = 1;
  sd.SampleDesc.Quality = 0;
  sd.Windowed = TRUE;


  hr = D3D11CreateDeviceAndSwapChain( 0,               driverType, 0, 0, 0, 0, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, 0, 0 );